I'm a dedicated WoW player who play several alts, but I focus mainly on my Warlock. Since I have a lot of characters, on this site it's easiest that I'm simply known as Saga.
I'm a raider, guild officer and altoholic who loves chasing after new mounts and pets.
This site is where I ramble about my adventures and thoughts as I continue playing WoW.
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Monthly Archives: November 2011
Patch 4.3 hits today in the US and tomorrow in the EU, so let’s have a look at the changes that are coming to Warlocks.
Shadowbolt has a new spell effect.
I didn’t dislike the old spell effect, but the new one looks pretty cool. I don’t have a movie editing program, so I couldn’t do any recording myself, but if anyone wants to see it before they get the patch themselves, I found a video here.
Soul Fire now scales with 72.6% of spell power, up from 62.5%.
I hope that this will make Soul Fire feel more like the hard-hitting spell I imagine it was always meant to be. It’s not a huge boost, but 10% should at least do something.
I’ll admit, this confuses me a little. It’s a simple taunt, I don’t quite understand the change made to this. I thought it already worked the same way? Edit: I realised that even though the tooltip isn’t updated the change is to the part that says that it will have no effect if the mob is already attacking the Voidwalker. So basically it should now properly be able to hold threat by taunting every cooldown. (If you’re wanting lots of threat though, I suggest popping Demon Soul and throwing out some Searing Pains.)
This is a well-known bug that basically made your Doomguard and Infernal double-dip for their damage increase, making them do a lot more damage than intended for Demonology Warlocks. Not to worry though, Demonology was buffed in other ways and according to Sims is still a very high damage dealing spec.
Master Demonologist now grants a base bonus of 20%18.4% and 2.5%2.3% per mastery, up from 16% and 2% per mastery.
I suspect this is to make up for them “fixing” the Doomguard and Infernal.
This is a good change, since below 25% you will be casting a lot of Soul Fires as a Demonology Warlock!
- Fire and Brimstone now increases the damage of Incinerate and Chaos Bolt on Immolated targets by 5/10/15%, up from 2/4/6%.
- Burning Embers now deals damage equal to 25/50% of Soul Fire and Imp’s Firebolt, up from 15/30%.
- Buning Embers damage cap has been raised.
- Shadowburn now deals Shadowflame damage, instead of Shadow damage.
All of these changes are made in an attempt to bring Destruction’s damage up. This spec has been falling behind in Cataclysm, and except for some utility on some fights there were times when it felt completely useless compared to the others. Simply because you couldn’t keep up on the dps. Looking at PTR data and Simcraft it does seem that the changes are working and Destruction is now on par with Affliction for single and duo-target fights.
Improved Soul Fire now lasts 20 sec, up from 15sec.
This is a welcome change. Improved Soul Fire is a rather clunky mechanic, and while this may not “fix” it per se, it might at least make it a bit easier to deal with when you have 5 more seconds. That’s 5 seconds more of hoping for a proc for an instant Soul Fire, so we won’t have to hardcast it.
Some Other Changes
While Warlock changes are of course the most interesting, I just wanted to highlight a few other ones as well. And of course, let’s not forget that there is a new raid instance, three new Heroics and the new Darkmoon Faire Island (and it’s time for Darkmoon Faire this weekend!).
- You will no longer be saved to a Heroic dungeon that you did in the Dungeon Finder. This means that you can still queue for it specifically with friends later in the day even if you got it through the Dungeon Finder earlier in the day.
- You now only have to kill 2 (you can choose yourself) bosses in both Zul’Aman and Zul’Gurub before you can fight the final boss. (This will be nice for those groups that just don’t seem to understand the basic things like… not walking across green lines on the snake boss!)
- Lots of things that previously just showed up on the World Map will now show up on the Mini Map as well. Things such as Archaeology spots, Quest tracking areas etc.
- Improved quest flow in Northrend and Outland. Quest givers have been moved into instances for most of the dungeon quests. Northrend has had it’s required experience to level through it reduced by approximately 33%. (Finally! Maybe now I can level that Rogue.)
I’ve also updated the Destruction Warlock Guide for 4.3. There aren’t really any changes to rotation or anything, just the buffs to the spells already used.
What are you most excited about in the patch?
I’ve compiled a list with the Warlock relevant gear from the three new 5-man dungeons that will be released in 4.3. Similar to how the Icecrown Citadel 5-mans worked you will have to complete each dungeon before the next one is unlocked. The first dungeon is End Time, followed by Well of Eternity and finally Hour of Twilight.
The ilevel required to enter these dungeons is 353. The ilevel of the items that drop in these dungeons is 378.
As per usual I’ve not added Spirit items to the list, but if you have a very bad item there may be the odd occasion when a Spirit item is better than what you have. Always check your stat values though, because most of the time the item without Spirit will be better.
Sadly none of the dungeons seem to drop bracers, cloaks or necks for casters. There’s a Spirit cloak from Asira Dawnslayer, but that’s it. This means that you’ll most likely have to get items for those slots from Valor Points. I have a separate list which contains the drops from the Dragon Soul raid and the Valor Point items.
Cowl of Highborne Sorcerors (Well of Eternity – Mannoroth & Captain Varo’then)
Mantle of False Virtue (Hour of Twilight – Archbishop Benedictus)
Robes of Fate (End Time – Murozond)
Chillbane Belt (Hour of Twilight – Arcurion)
Time Traveler’s Leggings (End Time – all Echoes)
Slippers of Wizardry (Well of Eternity – Queen Azshara)
Foul Gift of the Demon Lord (Well of Eternity – Mannoroth & Captain Varo’then)
Orb of the First Satyrs (Well of Eternity – Peroth’arn)
If you wear a full set of the gear from these Heroics, you will be looking like this.
And below are the weapon choices.
Below is a list of gear that drops from the bosses in the Dragon Soul raid, as well as items that can be purchased with Valor Points as of the 4.3 patch.
The Dragon Soul items exist in three versions, Raid Finder (ilevel 384/390), Normal (ilevel 397/403) and Heroic (ilevel 410/416). I’ve only listed the ones from Normal, but that does mean that for each item there is a worse (Raid Finder) and better (Heroic) version.
The Valor Point items are all ilevel 397. Do note that in this patch no Tier pieces can be purchased from Valor Points.
Note: The items listed to drop from random bosses. This means any boss in the Dragon Soul raid except for Deathwing.
Nanoprecise Cape (Vendor: 1250 Valor Points)
Opal of the Secret Order (Vendor: 1250 Valor Points)
Looking at the gear list there are some obvious things that I find peculiar.
- We have a few one handed weapons dropping in Dragon Soul, but not a single off-hand item. (There is one, and it has Spirit.)
- Not a single Neck or Cloak (without Spirit) drop in the raid instance, so we have to get those from Valor Points.
- You can’t get a full set of gear from Valor Points, there are – for instance – no legs or shoulders.
It’s finally the weekend! I never write much during the weekends, so let’s just have a nice, little screenshot post.
Have a great weekend everyone!
The lovely Amerence of Amerence Love WoW is hosting the Blog Azeroth Thanksgiving Event this year. The event is a way for bloggers to share some link love and give thanks to those who they feel have inspired them or helped them throughout the year.
And so, without further ado, I’d like to hand out my own thank yous.
Thank You, Alas for writing about the kinds of things we all think about but don’t always dare to. I always enjoyed reading about the troubles you had with your guild in the past (and could chime in having had similar problems in the past myself). Lately I’ve followed the journey of your officer-less guild with interest.
Thank You, Liala for being the pillar of the community that I feel you are. Your comics and artwork bring joy to many (even if some would apparently like to steal it!), and it allowed me to dare to make my own (even if not nearly as well!).
Thank You, Kimzowy for allowing me to be a crappy Paladin healer in your guild once a week. And even more so, thank you for being my sounding board and someone I can vent to about all things WoW (and other things).
A special Thank You to my blog readers, as well as all of the blog writers out there. The community is what makes it worth writing and keeping a blog.
To finish it all off, here’s my Warlock’s very own attempts at trying to give thanks during Pilgrim’s Bounty. (Click for full size.)
Blizzard recently released a Talent Calculator for Mists of Pandaria. Obviously this is still in early stages and may (and probably will) change several times before the expansion is released.
I was looking through the list of spells and passive talents and saw a few changes.
Specialisation Specific Spells/Talents
As they were discussing during Blizzcon they want to make the specs to feel different to one another. For that reason they’ve made some spells that were previously a base spell spec specific.
Here’s a list of all the spec specific spells/talents (both changed and the ones we had before). Each spec will have their own recourse system to empower their spells, I’ve added a tag behind them in the list.
- Unstable Affliction
- Soulburn (Resource)
- Drain Soul
- Seed of Corruption
- Soulburn: Health Funnel *new*
- Bane of Agony
- Malefic Grasp *new*
- Soulburn: Fear *new*
- Nightfall (Passive)
- Soulburn: Seed of Corruption
- Improved Fear (Passive)
- Soul Swap
- Soulburn: Demonic Circle Teleport (Passive)
- Demonic Fury (Resource) *new*
- Demonic Leap
- Wild Imps *new*
- Bane of Doom
- Summon: Felguard
- Felguard: Pursuit (Passive)
- Metamorphosis: Immolation Aura (Passive)
- Demonic Rebirth (Passive)
- Hand of Gul’Dan
- Decimation (Passive)
- Demonic Freedom *new*
- Metamorphosis: Carrion Swarm (Passive) *new*
- Rain of Fire
- Bane of Havoc
- Infernal Embers (Resource) *new*
- Aftermath (Passive)
- Fire and Brimstone *new*
- Backlash (Passive)
- Destructive Influence (Passive) *new*
What we can read from this is that each spec have their own filler spell; Malefic Grasp, Shadowbolt and Incinerate. They also have their own Bane spell, and a few things that give the spec flavour. The AoE spells have been moved to a spec-only thing. At the moment you’ll more or less only use them like this anyway, but with the MoP changes you won’t have the possibility to pick the “wrong” one.
Drain Soul which used to be available to all specs is now Affliction only. Shadowflame is Demonology only. I’m going to miss Shadowflame!
I see their reasoning for putting one Bane per spec, but I don’t like it. Choosing which Curse and which Bane to use was always something I enjoyed. Not only that, but Bane of Havoc for Destruction would need to see a change, because it is great for a dual target fight, but does nothing on a single target fight – which would effectively leave Destruction without a Bane spell for any single target boss fight.
The new spells for the specs seem fairly interesting.
This is a passive ability that increases the Warlock’s Intellect by 5%. Fairly straight forward and given to all specs at level 50.
This seems to be our very own little survival cooldown. It makes us take 50% less damage and makes us immune to interrupts for 12 seconds. 3 minute cooldown. Gained at level 64. I like this addition, because I miss the old “tanky” feeling of Warlocks. I am still secretly hoping for a Warlock tanked boss like Leotheras the Blind in SSC.
Our level 88 ability. It creates a demonic gateway between two locations (70 yard range it seems) which allows party/raid members to port from one to the other. Limit 5 charges, generates 1 charge every 15 seconds. I’m curious about this one, and I’m already trying to think of boss fights where something like this might be fun/handy.
Soulburn: Health Funnel
A new possibility for your Soulburn; it will instantly restore 36% of health and decrease damage taken by 30% for 10 seconds. It doesn’t specify in the tooltip, but judging from what this spell normally does I think we can assume it’s all for your demon and not your own health/damage taken.
The new filler spell for Affliction supposedly. They seem to want to bring Affliction to a drain type spec, because unlike Shadowbolt/Incinerate this is a channeled spell. It appears to be a 3 second channel. You can supposedly increase the time by recasting the channel before it finishes, I think this will be done using the new resource system (Soul Shards in Affliction’s case). While channeling it doesn’t only do damage though, but it also increases the periodic ticks of your other DoTs by 100%.
Using Soulburn with fear will change it from being a cast spell with a 20 second fear to an instant cast with a 4 second fear. I guess this might be good if you’re really in a rush to get something feared, but I can’t help but think that in most cases I’d prefer to cast my fear and get the longer duration.
Instant cast spell with a 30 second cooldown that summons one Wild Imp which will cast five Firebolts at your target. With more Demonic Fury (your resource as Demonology) you will summon more imps, but the cost of the spell will also be higher.
Instant cast, 1.5 minute cooldown. Instantly restores 25% of your demon’s health and removes all stun, snare, fear, banish or horror and movement impairing effects for 15 seconds. This seems quite a bit like a PvP thing to me, but might also save your demon in a raid if it’s taking a lot of damage for some reason.
Metamorphosis: Carrion Swarm (Passive)
This ability basically turns your Shadowflame into Carrion Swarm while you’re in Metamorphosis. Carrion Swarm will knock enemies away from you.
Fire and Brimstone
Instant cast, 10 second cooldown. Your next Immolate, Incinerate, Conflagrate or Soul Fire will hit all targets within 15 yards of the target. A simple, little spell that will help with a bit of AoE damage.
Destructive Influence (Passive)
This is a passive ability that makes your demon’s attacks decrease the cast time of Soul Fire by 0.1 seconds. It stacks up to 40 times though, so I’m guessing we’re meant to let it stack and then get an instant cast once in a while.
There are some changes to spells and abilities as we know them as well.
Curse of Enfeeblement
This is a new version of Curse of Weakness. It now reduces physical damage done by 30% and cast time is increased by 30%. Lasts for 30 seconds. It does make a note that this is less effective against dungeon and raid bosses, but it doesn’t say how much less effective.
This is a new version of Shadow Ward. It will absorb an amount of Shadow or Holy damage, lasting for 30 seconds. With Nether Ward no longer being in our spec, I guess that means we can no longer get full immunity like Destruction currently can.
This has changed considerably and is now a raid wide buff that increases everyone’s spellpower by 6%. Basically this means that all Warlock specs get the former Demonology talent Demonic Pact (though slightly worse). I’ll still miss the haste though. I liked the haste.
Demon Armor appears to be gone, and instead there have been a few changes to Fel Armor. The new version increases armor by 2603, total stamina by 10% and amount of health generated by spells and effects by 10%.
Chaos Bolt & Haunt
These spells aren’t so much changed as completely removed. I realise that Chaos Bolt may be a bit of a clunky spell with a long cooldown, but I hope they put it back with some new use to it. It’s a great looking spell after all. Haunt was also a spell I quite liked to have in my arsenal. Hopefully Malefic Grasp can make up for it on MoP though.
Hand of Gul’Dan
This seems to have changed quite a bit. It no longer refreshes Immolate (since that is now a Destruction only spell), and is now an instant cast spell that summons a meteor. The meteor seems to do damage only after 2.5 seconds though, so I guess that means it needs a stationary target. However, it seems to stack a movement reduction effect on the target, so maybe we can hope they don’t get out in time..
I’m sure there are more changes that I’ve missed, but those were some of the more obvious ones that I could find.
On the whole there are some things I’m not sure about (like Bane of Havoc being the only one to use for Destruction in its current model), but since there’s plenty of time between now and the release of MoP I’m fairly confident that Blizzard will iron out the problems. I think Warlocks may end up fun to play (as they already are) with a fairly definite feel to each of the specs.
I didn’t mention the new talent trees today, even though they have changed a bit since the Blizzcon preview. Cynwise has a great breakdown of these though, so go over there and have a look!
For her anniversary Alas offered many things, and I personally asked her to be my muse. She came back a few days later (yes, I’m slow) and asked me to write about guild loyalty.
Loyalty to ones guild is a tricky thing, and varies a lot from person to person and player to player. I’ve met all kinds through my years of playing WoW.
Loyalty to Your Guild
My guild used to, at times, feel like the “gearing up guild” of our server. We had many people join when their gear wasn’t very good, they raided with us and geared up. Once they could get into a “better” guild they left, basically using our guild as a stepping stone to get into the progression guilds that were further ahead than us.
People like that obviously care very little about being loyal to their guild, and instead look more at which guild can offer them the most in terms of progression and gear. They’re always looking for the next best thing, and I would never trust them to stick around. (Unless you’re actually the best guild on your server, but then you never know – they might be wanting to move to another server and an even better guild.)
Other people care more about the guild that they’re in and the people that they play with than the progression or gear. I, personally, fall into this category – and I think a lot of the people in my two guilds do as well, which is probably why I stick around. If you’re a loyal kind of person, you need to find a guild that has other loyal people – or your loyalty will be for naught.
For me, I’m loyal to my guild despite it sometimes driving me crazy. I love the people I play with, and it’s the reason I still play. Were it not for the people I play with, my loyalty would probably be a lot less. For me, playing isn’t about gear or being the top guild on the server, it’s about having fun and playing with people I enjoy playing with.
Loyalty to your Members
As a guild leader then, how much loyalty can you expect from your members? Truthfully, you can never expect loyal members if you as a guild/guild leaders don’t return their loyalty. When leading a guild you need to make sure that you’re looking out for all of your loyal guild members, and make sure they don’t get shafted by less loyal members.
It’s why most guilds have loot rules where new members can’t roll on loot before long term members. (Talking about during your trial period of course, not some kind of long term member versus short term member.) The reason behind it isn’t to be mean to trial members, but simply because there is no loyalty yet, no trust. What is to say that this trial member doesn’t get the best in slot trinket off Ragnaros before a long term member one week, and two weeks later leaves the guild?
Treat your members like you care about them. If I was a trial member in a guild, I’d be worried if I saw myself getting gear over someone who’s a full member. I would be questioning if my eventual loyalty to their guild will in the end mean nothing, and some random person can come in on a two week trial, grab a bunch of gear I needed and then leave again. It doesn’t make me feel like my loyalty to my guild is being rewarded.
When it all comes down to it – guilds and their members have a relationship that should be built on loyalty, but loyalty goes both ways. If either side fails, so will the guild eventually.
I was planning to write and publish this on Monday, but I’ve been hit with a horrible cold and have been out cold (hah!) pretty much for a couple of days now.
Surely you can’t have missed the invasion of gnome clones in the blogosphere. I blame Alas for this entirely, of course. The US side apparently has 50+ gnomes, while us on the EU side have… well… less. But, we make up for it with heart! Or something.
I’ve managed to get my own little clone to level 24, but I still need to get her all the gear she needs. Between raiding and being sick I’ve not had so much time for this. Hopefully I will have some more time soon.
I made a mistake in the naming though, because when I got started on the EU side the document still said Lilly/Lilli variations and that’s what I’ve gone with. While of course it was later decided to use Lilli+suffix. Because I don’t (and I suspect others don’t either) want to reroll, the EU chapter will therefore accept all forms of Lilly/Lilli and Lilli+suffix.
On Project Ten
I only have one class left to get to 85, a rogue. She’s kind of stuck at the moment though. She’s level 75 and in Northrend, a continent I am bored to tears with, and so I’m not really getting any leveling done at all right now. It doesn’t help that I’m not really enjoying rogue (sorry rogues!). It’s odd really because I raided on a rogue in Vanilla, but I just don’t seem to find the joy in her anymore.
You may now call me The Exalted One. Yes. Yes, you may.
I realise that this isn’t much of an achievement to brag about these days, and to be fair I wasn’t even actively working for it – I got it because I had farmed reputation with several factions for mounts and finally got caught up on some old factions from TBC. (I still have a couple to go from then.) It’s a title I really quite like though, and may actually run with for a while.
Being in a 10 man guild (and who were a bit slow getting started after 4.2 hit with raiding) I’m still several weeks off on getting my Legendary. I’m currently at 11/250 Heart of Flame. This means that I most likely won’t get it before 4.3 hits and I will have to bribe/convince my guildies to go with me and clear Firelands once a week until I get it.
What do you do with the Crazies?
I’ve been asked, “How do you remain calm and upbeat for the guild when you deal with so much baggage from other people’s lives.”. Answer: Definition, Meditation and Perspective. Let me explain:
We all know who they are. We are all playing with one right now…or recently have. They can be found in PuG’s, Raids, Instances, flying around Orgrimar or even leading your guild! These are the guys who should have The Truly Insane awarded to them as a diagnosis and would be proud to wear it.
You have to define your guild mates! I don’t mean judge them. I mean look at them with objective eyes. See their strengths and weaknesses. Utilize the strengths and fortify the weaknesses. For example: My DD (Darling Demon) is a people person. He LOVES to talk! So I put him on recruitment. He’s great at it! He also gets easily stressed in progression raids. So I ask him not to lead those and try to attend since I have a calming effect on him. Everyone is the same. Good and not so good sides.
Most people are balanced. Their down sides are easily balanced out by their good. But sometimes you meet a person off-balance. This person takes more energy from you than it’s worth and still demands more. The key is to identify them, file them under “crazy” and move on to the next step.
Very few people in the world are pure evil. There aren’t really that many crazies either, just people acting the part. This is why you need to think and think and think before you act. Some people are having a bad day…or year. Some people are undergoing major changes in their lives. Others are simply immature for their age and applied to your guild as the person they wish they were instead of who they really are. Can happen, but you need to find out and bring it to light.
After you’ve “meditated” on the topic, it’s time to talk to the disgruntled member. Be objective, understanding but not gullible! Make sure you understand his/her side of things but remember your responsibility to the group as a whole. If the member demands things that will hurt the guild or inconvenience other non-complaining members, and is in no other way justified actions, refuse respectfully and explain again what your community is about. I believe it’s a game. When it stops being fun, it’s time to re-evaluate where you are. I use this a lot.
After the talk, if you’re anything like me, you’ll be feeling a little drained. Wondering if you did all you could and said all the right things. This brings us to the final step:
When you’re feeling the stress of fellow gamer’s, do yourself a favor. Close your eyes, take three deep breath, open them and look around you….yes, further than your computer desk. What do you see? I see my house, my husband and my son. I look outside and see the city I live in and how much I like it here, but my son is my main source of peace. One look at him and all the troubles in the world don’t seem so great. At the end of the day, it’s just a game.
By keeping things in perspective you keep yourself energized to handle any new issues that might creep up. Remember, as soon as one Crazy moves on, another one is making application!
For those who perhaps don’t hang around Twitter all the time (I am notoriously bad at it myself), or just missed it, there’s a new “thing” going on. Recently Alas was reminiscing about her time with her gnome clones, and this got a lot of people curious. The US people have all decided to go for this, and I’m left to try and rally the EU version.
So, the clones?
We’re all making gnomes, looking similar, and eventually wearing the same gear. We will lock our experience at level 24 and PvP in that bracket.
The suggestion is that we all pick cloth wearers (since we’re all supposed to look the same), which means Warlock, Priest or Mage. Engineering is advised as being a good PvP profession.
Similar names and similar looks makes for one great army of gnomish doom.
You can read more about the whole thing here. Note though that a lot of it is discussions, and quite a few things US specific. The document is an ongoing thing that you can edit and add to if you wish to bring something to the conversation!
The Quick and Dirty
So, to get to the specifics for the Europeans.
Where: Stormrage (Alliance)
Guild: <Punt This> (GM Liilly)
What: Gnome Clones!
Classes: Priest, Warlock, Mage
Hair Style: Punky (barbershop)
Hair Colour: Any of the three white ones
Skin Tone: Alas went with third from the lightest, but I may have gone a shade darker
Face: Freckled with blue, slanted eyes
Names: Lilli/Lilly and variations thereof
Want to join?
Roll up a gnome clothie on Stormrage-EU and either whisper someone already in the guild, or let me know and I’ll try to catch you online for an invite, since there’s not many of us yet.
If you don’t really have any interest in PvP, you’re of course welcome to join and be social and cheer the rest of us on!
I’ve created the guild, and I’m working on getting some mats and other things sorted for the guild bank. Will try to provide every new gnome with a little bit of starter cash and some bags.
Spread the word, and let’s make our own gnome army in the EU!